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Tell me if I'm on the right track- re: changing model geometry and


vonklaun

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Ok, even though I'm very new to GECK (and modding in general) I'd like to try and tackle re-modelling the standard deathclaw model and applying a new texture map to it. In other words- I want to turn a deathclaw into a werewolf. Tell me if I am spot on in my understanding of how I should do this or not:

 

1) Using the Fallout 3 archiving utility I'll need to extract the model and texture files for the deathclaw from the .bsa archives

 

2) Using Nifskope- export a version of the model in a format I can edit (like a 3Dstudio max format)

 

3) Edit/re-model the deathclaw geometry to match the shape I need, then save the file, then convert it back in Nifskope

 

4) Having downloaded and installed nvidia's DDS plugin for photoshop- edit or re-create the standard deathclaw maps, save new file in DDS format

 

5) Transfer the new, renamed files back into the .bsa archives

 

So am I missing any important steps?

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I'm not an expert, just a beginer myself, but I think you have a few things wrong, as far as I can tell.

 

2) I didn't even know that nifskope could export into a different format, and that's not how I got it into my 3D program. You should be able to import the nif (as is) into 3Ds Max so long as you have the 3DS Max Nif Scripts.

 

3) First, you will want to save the file more than once as you work on it, and you will export the file as a nif when you are done. Second, although the forums tell you to copy and paste the nitristrips/nitrishapes and whatnot from the new nif to the old nif, I found that this does not actually work very well. Surprisingly, the nif which I exported from Blender actually worked in game perfectly without any tinkering. I used the export settings in a tutorial about "creating armour mashups."

 

And that is about all that I can help you with, and it may not even be a help, since I have been modding armour and not creatures.

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More or less close.

 

1. yes

 

2. nifskope can only export to obj. You shouldn't really need to do that. You should use a 3d modelling app that has support for nif import/export. Blender does, Max does too but I don't know anything about it.

 

3. yes, but you would export as nif as opposed to doing anything in nifskope.

 

4. yes

 

5. NO. You should probably never edit vanilla BSAs. Just save it where you want. Meshes have to be in Data\Meshes\...\, textures have to be in Data\Textures\...\, but that is the only restriction. Create your geck plugin, point your new creature to its new model. You can create your own bsa after that if you want, but not necessary.

 

I have considered from time to time doing a re-rig of the legion mongrel to the deathclaw skeleton which would more or less end up looking like a werewolf. So it is possible.

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